struct ps_in
{
	float4 position : SV_POSITION;
	float2 uv		: TEXCOORD;
};

SamplerState s : register(s0);

Texture2D tex0 : register(t0);
Texture2D tex1 : register(t1);

float4 main(ps_in input) : SV_TARGET
{
	float4 color_a = tex0.Sample(s, input.uv);
	float4 color_b = tex1.Sample(s, input.uv);
	return color_a * color_b;
}
